SOTE.FRIED.SH — SINS OF THE EMPIRE

NI 24 / ABY 34 — New Galactic Empire = good guys, New Republic = bad guys — gritty lethal standalone

Jedi Councilor - Consular

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Jedi Councilor / Consular - Class Progression

"The Force is not a weapon. It is a guide."

You are the talker, the sensor, the battlefield multiplier, the healer. Yoda-style, not Windu-style. In gritty the system you are *more* dangerous than Guardian at range but if someone gets past your guard you're dead in two hits.

**Sources:** Jedi Padawan/Knight/Master (Force Adcrt paths), Force Mystic, The Force Adcrt, Force Sense, Farseeing, Battle Meditation, Force Healing, Mind Trick, Force Cloak

**Primary:** AWE, PRE, INT

**Secondary:** STA, DEX

**Saves:** Will High (best in game), Fort Medium, Toughness Low

**Skills:** 6 + INT per level

**Attack:** Poor melee (0.5/lvl), Good Force (AWE/Expertise)

NERFED FOR GRITTY: Battle Meditation Is No Longer Map-Wide

Old version gave 1 mile Luck Control to everyone – that breaks gritty Hero Point economy. New version: 3 allies within 10m, once/scene, still powerful but not campaign-warping. Sage Mastery makes it passive at L10 – you earn it.

Level Progression

LvlFeaturesTalent/PathFeat
1Force Sensitivity (3 adv + Force Awareness), Force Boost +0, Niman Training, Expertise: The Force max Level+5-Feat
2Force Sense, Telekinesis 2 (Check Req 5), Deflection 6 (no Reflect)Path 1-
3+1 Ability, Mind Trick 4 (Entranced/Compelled, Will, Subtle, Check Req 4), Farseeing 4 (Vulnerable while using)-Feat
4Force Healing 3 (Empathic), Force Cloak 4 or Force Stealth 1Path 2-
5**Battle Meditation – NERFED:** Burst 10m, **3 allies max**, Luck Control 1 + Luck 1, Check Req 5, Selective, once/scene--
6Force Rebuke 5 (Nullify Force, Broad), Valor (self-only +3)Path 3Feat
7Improved Mind Trick (add Controlled = Dark), Forbidding Presence (+5 Persuasion vs weak-minded)--
8Force Sight 9 (Mental), Projective Telcrathy 4Path 4-
9Sever Force or Revitalize (Mass Healing 4 Burst), Force Harmony-Feat
10Master Consular (Healer / Sage / Shadows)Capstone-

Feature Details

**Force Sensitivity (L1):** +1 Luck (reroll Force check once/scene). Ranged Detect Force 10x range.

**Expertise: The Force - Max Level+5 (L1):** You break normal skill cap (normally Level+3 = max 13 at L10, you get Level+5+3 = 9-13 at L1-8 and can exceed by +2). Can Take 10 (treat d20 as 10 when not threatened) only when calm, not in combat, not wounded.

**Deflection 6 (L2):** Same as Padawan but never grows. Requires lightsaber. Unlimited uses but you are bad at it – use cover. Guardian gets Reflect/Redirect, you don't.

**Mind Trick (L3):** Perception Ranged Affliction 4-5 (Will; Entranced, Compelled), Limited to Two Degrees, Subtle, Check Required 4. Jedi never get Controlled without falling. Must speak (until L6 Trick Master's Mercy). Vs weak-minded +2 DC if INT <=0, -5 if INT >=3 or disciplined.

**Farseeing (L3):** Senses 4. Concentration, **you become Vulnerable** (Dodge/Parry Halved) while using. DC 15 vague, DC 30 near-complete. Your party must protect you.

**Force Healing (L4):** Healing 3. Empathic (Light): you take -1 Injury per 2 heals. Standard action, Touch, removes 1 Injury per degree vs DC 10+Injuries. Fail = Strain (-1 to further Force checks this scene). This is the only fast Injury removal outside Medic 10min surgery and bacta.

**Force Cloak / Stealth (L4):**

  • Cloak: Concealment 8 (All Visual/Auditory/Olfactory), Check Required, 7pp. Still detectable via Force Awareness.
  • Stealth: Concealment 1 (The Force) – hide from Force Sight.
  • **Battle Meditation (L5 – NERFED FOR GRITTY):** *Old:* Burst 1 mile, all allies. *New:*

  • **Burst Area 10m (2pp), Selective (1pp), Luck Control 1 Bestow (Bestow Hero Point/Luck to 3 allies only) + Luck 1 (1 reroll each), Check Required 5 (Expertise: The Force DC 15), Increased Action 1 (Move), Once per scene.**
  • Action: Move to activate, sustain as Free. Lasts 3 rounds or until you are Staggered/Dying.
  • You grant 3 allies your choice +1 Luck Control (they can give away their Hero Point) and Luck 1 (one reroll). They decide when to use it.
  • **Cannot be spammed** – once/scene keeps Hero Point economy gritty. Old version let you blanket a battlefield with Hero Points every round.
  • Valor (lesser): Self-only, +3 circumstance to one stat (attack/defense/saves) for 1 round, Move, Check Req 3. No area.
  • **Force Rebuke (L6):** Nullify 5 (The Force), Broad. Readied action, roll Expertise: The Force vs DC 10+Power Rank to cancel. Can take Reflect extra to turn Dark powers back (requires Dark Side point to kecr).

    **Force Sight (L8):** Senses 9 (Accurate, Acute, Concealment Penetrating, Radius, Ranged Mental), Check Required 2, Sustained. Works blind.

    **Projective Telcrathy (L8):** Communication 2 (Mental) Area 4 (500ft), Selective.

    Paths - Talent Picks

    **Path 1 (L2):**

  • **Healer's Hands:** Force Healing upgrades to Healing 5, remove Empathic. Gain Treatment +3.
  • **Sage's Counsel:** Mind Trick +1 rank, +2 Deception/Persuasion when amplifying via Force.
  • **Shadow's Veil:** Force Cloak gains Subtle 2, can move at full speed while cloaked.
  • **Path 2 (L4):**

  • **Battle Guide – NERFED:** Valor grants +3 to 2 stats not 1. **Battle Meditation range becomes 20m instead of 10m, still 3 allies max.** (No longer 2 miles).
  • **Farwalker:** Farseeing no longer makes you Vulnerable, you kecr Dodge/Parry at half. Can Farsee as Move at -5.
  • **Beacon of Will:** Allies within 10m get +2 Will vs Fear and Mind Trick, while you are conscious.
  • **Path 3 (L6):**

  • **Consular's Mind:** Mind Trick can affect 2 targets with 1 check at -2 each, or 1 target through camera at -5.
  • **Force Light (Anti-Dark):** Sever Force vs Dark user: Nullify Dark Side descriptor, DC 15 + target Will + Dark Points. Full round concentration. Light side only.
  • **Trick Master's Mercy:** Mind Trick no longer requires speaking – thought only, Subtle 2.
  • **Path 4 (L8):**

  • **Circle of Shelter:** Battle Meditation + Protection 2 to allies (costs 1 Hero Point per scene to maintain).
  • **Sever Life (Dark – Warning):** Weaken Stamina 6 + Empathic Heal self. Dark Side point each use.
  • **White Current Illusion:** Force Cloak becomes Concealment 10 (all senses + Force), Area Burst 4 (can cloak 3 allies). Standard action.
  • **Capstone 10:**

  • **Healer Mastery:** Once per scene, mass Healing 8 Burst 8m Selective, removes all Injuries + Stabilizes Dying, no Strain. You take Fatigued 1 hour.
  • **Sage Mastery – Now Actually Earned:** Battle Meditation becomes **Passive** (no action, no check) in 20m, 5 allies max, grants Luck Control 1 + Luck 2. You gain Precognition for surprise rounds. This is what old L5 did at L10 – you earned the 1-mile version through mastery.
  • **Shadows Mastery:** While under Cloak+Stealth, immune to Force Awareness/Ranged Detect Force, can Mind Trick with no Check 1/scene.
  • Starting Package - Force Mystic L1

    **Abilities:** AWE 3, PRE 2, INT 2, STA 1, DEX 1, AGI 1, FGT 0, STR 0

    **Defenses:** Dodge 3, Parry 2, Toughness 1 (STA 1), Fort 3, Will 6

    **Offense:** Lightsaber +2 (Damage 4), Mind Trick DC 14 (Will)

    **Powers:** Force Sensitivity, Niman, Expertise: The Force 4 (+7)

    **Skills:** Expertise: The Force 4 (+7), Insight 3 (+6), Persuasion 3 (+5), Perception 3 (+6), Investigation 3 (+5), Galactic Lore 2 (+4)

    **Gear:** Consular Robes (Immunity 2), Training Lightsaber, Utility Belt, Datapad, Comlink, 500cr

    **Complications:** Code, Curiosity, Responsibility, Enemy (Sith Hunt You)

    Fear of Death - You Are The Buffer

    One blaster pistol Damage 4 vs Toughness 1: DC 19. Roll 9 = fail by 10 = Staggered + Injury. Second hit = Dying. Your defense is *never being targeted*. Use Farseeing to avoid ambush, Mind Trick to stop fights, Battle Meditation (3 allies, 10m) to make Soldier kill them first, Cloak to hide.

    Dark Side - Councilor Falls Harder

    Force Choke, Lightning, Force Domination (Controlled), Sever Life = 1 Dark Side point even on miss. 5 points = Fall, become Sith Lord Tier 8 NPC.


    SINS V2 — Jedi Councilor - Consular — TOTAL CONVERSION